/**
 * @author qiao / https://github.com/qiao
 * @author mrdoob / http://mrdoob.com
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author erich666 / http://erichaines.com
 */
/* global THREE, console */

// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finter swipe
//
// This is a drop-in replacement for (most) TrackballControls used in examples.
// That is, include this js file and wherever you see:
// controls = new THREE.TrackballControls( camera );
// controls.target.z = 150;
// Simple substitute "OrbitControls" and the control should work as-is.
THREE.OrbitControls = function(object, domElement) {

	this.object = object;
	this.domElement = (domElement !== undefined) ? domElement : document;

	// API

	// Set to false to disable this control
	this.enabled = true;

	// "target" sets the location of focus, where the control orbits around
	// and where it pans with respect to.
	this.target = new THREE.Vector3();
	// center is old, deprecated; use "target" instead
	this.center = this.target;

	// This option actually enables dollying in and out; left as "zoom" for
	// backwards compatibility
	this.noZoom = false;
	this.zoomSpeed = 1.0;
	// Limits to how far you can dolly in and out
	this.minDistance = 0;
	this.maxDistance = Infinity;

	// Set to true to disable this control
	this.noRotate = false;
	this.rotateSpeed = 1.0;

	// Set to true to disable this control
	this.noPan = false;
	this.keyPanSpeed = 7.0; // pixels moved per arrow key push

	// Set to true to automatically rotate around the target
	this.autoRotate = false;
	this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60

	// How far you can orbit vertically, upper and lower limits.
	// Range is 0 to Math.PI radians.
	this.minPolarAngle = 0; // radians
	this.maxPolarAngle = Math.PI; // radians

	// Set to true to disable use of the keys
	this.noKeys = false;
	// The four arrow keys
	this.keys = {
		LEFT : 37,
		UP : 38,
		RIGHT : 39,
		BOTTOM : 40
	};

	// //////////
	// internals

	var scope = this;

	var EPS = 0.000001;

	var rotateStart = new THREE.Vector2();
	var rotateEnd = new THREE.Vector2();
	var rotateDelta = new THREE.Vector2();

	var panStart = new THREE.Vector2();
	var panEnd = new THREE.Vector2();
	var panDelta = new THREE.Vector2();

	var dollyStart = new THREE.Vector2();
	var dollyEnd = new THREE.Vector2();
	var dollyDelta = new THREE.Vector2();

	var phiDelta = 0;
	var thetaDelta = 0;
	var scale = 1;
	var pan = new THREE.Vector3();

	var lastPosition = new THREE.Vector3();

	var STATE = {
		NONE : -1,
		ROTATE : 0,
		DOLLY : 1,
		PAN : 2,
		TOUCH_ROTATE : 3,
		TOUCH_DOLLY : 4,
		TOUCH_PAN : 5
	};
	var state = STATE.NONE;

	// events

	var changeEvent = {
		type : 'change'
	};

	this.rotateLeft = function(angle) {

		if (angle === undefined) {

			angle = getAutoRotationAngle();

		}

		thetaDelta -= angle;

	};

	this.rotateUp = function(angle) {

		if (angle === undefined) {

			angle = getAutoRotationAngle();

		}

		phiDelta -= angle;

	};

	// pass in distance in world space to move left
	this.panLeft = function(distance) {

		var panOffset = new THREE.Vector3();
		var te = this.object.matrix.elements;
		// get X column of matrix
		panOffset.set(te[0], te[1], te[2]);
		panOffset.multiplyScalar(-distance);

		pan.add(panOffset);

	};

	// pass in distance in world space to move up
	this.panUp = function(distance) {

		var panOffset = new THREE.Vector3();
		var te = this.object.matrix.elements;
		// get Y column of matrix
		panOffset.set(te[4], te[5], te[6]);
		panOffset.multiplyScalar(distance);

		pan.add(panOffset);
	};

	// main entry point; pass in Vector2 of change desired in pixel space,
	// right and down are positive
	this.pan = function(delta) {

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		if (scope.object.fov !== undefined) {

			// perspective
			var position = scope.object.position;
			var offset = position.clone().sub(scope.target);
			var targetDistance = offset.length();

			// half of the fov is center to top of screen
			targetDistance *= Math.tan((scope.object.fov / 2) * Math.PI / 180.0);
			// we actually don't use screenWidth, since perspective camera is fixed to screen height
			scope.panLeft(2 * delta.x * targetDistance / element.clientHeight);
			scope.panUp(2 * delta.y * targetDistance / element.clientHeight);

		} else if (scope.object.top !== undefined) {

			// orthographic
			scope.panLeft(delta.x * (scope.object.right - scope.object.left) / element.clientWidth);
			scope.panUp(delta.y * (scope.object.top - scope.object.bottom) / element.clientHeight);

		} else {

			// camera neither orthographic or perspective - warn user
			console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.');

		}

	};

	this.dollyIn = function(dollyScale) {

		if (dollyScale === undefined) {

			dollyScale = getZoomScale();

		}

		scale /= dollyScale;

	};

	this.dollyOut = function(dollyScale) {

		if (dollyScale === undefined) {

			dollyScale = getZoomScale();

		}

		scale *= dollyScale;

	};

	this.update = function() {

		var position = this.object.position;
		var offset = position.clone().sub(this.target);

		// angle from z-axis around y-axis

		var theta = Math.atan2(offset.x, offset.z);

		// angle from y-axis

		var phi = Math.atan2(Math.sqrt(offset.x * offset.x + offset.z * offset.z), offset.y);

		if (this.autoRotate) {

			this.rotateLeft(getAutoRotationAngle());

		}

		theta += thetaDelta;
		phi += phiDelta;

		// restrict phi to be between desired limits
		phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, phi));

		// restrict phi to be betwee EPS and PI-EPS
		phi = Math.max(EPS, Math.min(Math.PI - EPS, phi));

		var radius = offset.length() * scale;

		// restrict radius to be between desired limits
		radius = Math.max(this.minDistance, Math.min(this.maxDistance, radius));

		// move target to panned location
		this.target.add(pan);

		offset.x = radius * Math.sin(phi) * Math.sin(theta);
		offset.y = radius * Math.cos(phi);
		offset.z = radius * Math.sin(phi) * Math.cos(theta);

		position.copy(this.target).add(offset);

		this.object.lookAt(this.target);

		thetaDelta = 0;
		phiDelta = 0;
		scale = 1;
		pan.set(0, 0, 0);

		if (lastPosition.distanceTo(this.object.position) > 0) {

			this.dispatchEvent(changeEvent);

			lastPosition.copy(this.object.position);

		}

	};

	function getAutoRotationAngle() {

		return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

	}

	function getZoomScale() {

		return Math.pow(0.95, scope.zoomSpeed);

	}

	function onMouseDown(event) {

		if (scope.enabled === false) {
			return;
		}
		event.preventDefault();

		if (event.button === 0) {
			if (scope.noRotate === true) {
				return;
			}

			state = STATE.ROTATE;

			rotateStart.set(event.clientX, event.clientY);

		} else if (event.button === 1) {
			if (scope.noZoom === true) {
				return;
			}

			state = STATE.DOLLY;

			dollyStart.set(event.clientX, event.clientY);

		} else if (event.button === 2) {
			if (scope.noPan === true) {
				return;
			}

			state = STATE.PAN;

			panStart.set(event.clientX, event.clientY);

		}

		// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
		scope.domElement.addEventListener('mousemove', onMouseMove, false);
		scope.domElement.addEventListener('mouseup', onMouseUp, false);

	}

	function onMouseMove(event) {

		if (scope.enabled === false)
			return;

		event.preventDefault();

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		if (state === STATE.ROTATE) {

			if (scope.noRotate === true)
				return;

			rotateEnd.set(event.clientX, event.clientY);
			rotateDelta.subVectors(rotateEnd, rotateStart);

			// rotating across whole screen goes 360 degrees around
			scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);
			// rotating up and down along whole screen attempts to go 360, but limited to 180
			scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);

			rotateStart.copy(rotateEnd);

		} else if (state === STATE.DOLLY) {

			if (scope.noZoom === true)
				return;

			dollyEnd.set(event.clientX, event.clientY);
			dollyDelta.subVectors(dollyEnd, dollyStart);

			if (dollyDelta.y > 0) {

				scope.dollyIn();

			} else {

				scope.dollyOut();

			}

			dollyStart.copy(dollyEnd);

		} else if (state === STATE.PAN) {

			if (scope.noPan === true)
				return;

			panEnd.set(event.clientX, event.clientY);
			panDelta.subVectors(panEnd, panStart);

			scope.pan(panDelta);

			panStart.copy(panEnd);

		}

		// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
		scope.update();

	}

	function onMouseUp( /* event */) {

		if (scope.enabled === false)
			return;

		// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
		scope.domElement.removeEventListener('mousemove', onMouseMove, false);
		scope.domElement.removeEventListener('mouseup', onMouseUp, false);

		state = STATE.NONE;

	}

	function onMouseWheel(event) {

		if (scope.enabled === false || scope.noZoom === true)
			return;

		var delta = 0;

		if (event.wheelDelta) { // WebKit / Opera / Explorer 9

			delta = event.wheelDelta;

		} else if (event.detail) { // Firefox

			delta = -event.detail;

		}

		if (delta > 0) {

			scope.dollyOut();

		} else {

			scope.dollyIn();

		}

	}

	function onKeyDown(event) {

		if (scope.enabled === false) {
			return;
		}
		if (scope.noKeys === true) {
			return;
		}
		if (scope.noPan === true) {
			return;
		}

		// pan a pixel - I guess for precise positioning?
		// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
		var needUpdate = false;

		switch (event.keyCode) {

		case scope.keys.UP:
			scope.pan(new THREE.Vector2(0, scope.keyPanSpeed));
			needUpdate = true;
			break;
		case scope.keys.BOTTOM:
			scope.pan(new THREE.Vector2(0, -scope.keyPanSpeed));
			needUpdate = true;
			break;
		case scope.keys.LEFT:
			scope.pan(new THREE.Vector2(scope.keyPanSpeed, 0));
			needUpdate = true;
			break;
		case scope.keys.RIGHT:
			scope.pan(new THREE.Vector2(-scope.keyPanSpeed, 0));
			needUpdate = true;
			break;
		}

		// Greggman fix: https://github.com/greggman/three.js/commit/fde9f9917d6d8381f06bf22cdff766029d1761be
		if (needUpdate) {

			scope.update();

		}

	}

	function touchstart(event) {

		if (scope.enabled === false) {
			return;
		}

		switch (event.touches.length) {

		case 1: // one-fingered touch: rotate
			if (scope.noRotate === true) {
				return;
			}

			state = STATE.TOUCH_ROTATE;

			rotateStart.set(event.touches[0].pageX, event.touches[0].pageY);
			break;

		case 2: // two-fingered touch: dolly
			if (scope.noZoom === true) {
				return;
			}

			state = STATE.TOUCH_DOLLY;

			var dx = event.touches[0].pageX - event.touches[1].pageX;
			var dy = event.touches[0].pageY - event.touches[1].pageY;
			var distance = Math.sqrt(dx * dx + dy * dy);
			dollyStart.set(0, distance);
			break;

		case 3: // three-fingered touch: pan
			if (scope.noPan === true) {
				return;
			}

			state = STATE.TOUCH_PAN;

			panStart.set(event.touches[0].pageX, event.touches[0].pageY);
			break;

		default:
			state = STATE.NONE;

		}
	}

	function touchmove(event) {

		if (scope.enabled === false) {
			return;
		}

		event.preventDefault();
		event.stopPropagation();

		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

		switch (event.touches.length) {

		case 1: // one-fingered touch: rotate
			if (scope.noRotate === true) {
				return;
			}
			if (state !== STATE.TOUCH_ROTATE) {
				return;
			}

			rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);
			rotateDelta.subVectors(rotateEnd, rotateStart);

			// rotating across whole screen goes 360 degrees around
			scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);
			// rotating up and down along whole screen attempts to go 360, but limited to 180
			scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);

			rotateStart.copy(rotateEnd);
			break;

		case 2: // two-fingered touch: dolly
			if (scope.noZoom === true) {
				return;
			}
			if (state !== STATE.TOUCH_DOLLY) {
				return;
			}

			var dx = event.touches[0].pageX - event.touches[1].pageX;
			var dy = event.touches[0].pageY - event.touches[1].pageY;
			var distance = Math.sqrt(dx * dx + dy * dy);

			dollyEnd.set(0, distance);
			dollyDelta.subVectors(dollyEnd, dollyStart);

			if (dollyDelta.y > 0) {

				scope.dollyOut();

			} else {

				scope.dollyIn();

			}

			dollyStart.copy(dollyEnd);
			break;

		case 3: // three-fingered touch: pan
			if (scope.noPan === true) {
				return;
			}
			if (state !== STATE.TOUCH_PAN) {
				return;
			}

			panEnd.set(event.touches[0].pageX, event.touches[0].pageY);
			panDelta.subVectors(panEnd, panStart);

			scope.pan(panDelta);

			panStart.copy(panEnd);
			break;

		default:
			state = STATE.NONE;

		}

	}

	function touchend( /* event */) {

		if (scope.enabled === false) {
			return;
		}

		state = STATE.NONE;
	}

	this.domElement.addEventListener('contextmenu', function(event) {
		event.preventDefault();
	}, false);
	this.domElement.addEventListener('mousedown', onMouseDown, false);
	this.domElement.addEventListener('mousewheel', onMouseWheel, false);
	this.domElement.addEventListener('DOMMouseScroll', onMouseWheel, false); // firefox

	this.domElement.addEventListener('keydown', onKeyDown, false);

	this.domElement.addEventListener('touchstart', touchstart, false);
	this.domElement.addEventListener('touchend', touchend, false);
	this.domElement.addEventListener('touchmove', touchmove, false);

};

THREE.OrbitControls.prototype = Object.create(THREE.EventDispatcher.prototype);